Gravity Knight (5e Class)

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Gravity Knight[edit]

Those who can manipulate the forces which keep us grounded are called Gravity Masters. Gravity Knights on the other hand center these forces on one point, themselves. Gravity Knights enter the fray as the center of attention directing the flow of combat and providing utility all around. They are most well-known for being sturdy tanks that keep enemies distracted while their allies finish them off.

Creating a Gravity Knight[edit]


Quick Build

You can make a Gravity Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength, and Wisdom.

Class Features

As a Gravity Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Gravity Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gravity Knight level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, History, Intimidation, Insight, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) martial weapon and a shield or (b) two martial weapons
  • (a) light crossbow and 20 bolts or (b) two handaxes
  • (a) dungeoneer's pack or (b) explorer's pack

Table: The Gravity Knight

Level Proficiency
Bonus
Features Gravity Pool
1st +2 Gravity Pool, Impact Reduction, Weightless Touch 5
2nd +2 Fighting Style, Gravity Strike 5
3rd +2 Gravity Aura 10
4th +2 Ability Score Improvement 10
5th +3 Collision Force 15
6th +3 Ability Score Improvement 15
7th +3 Indomitable (one use) 20
8th +3 Ability Score Improvement 20
9th +4 Improved Gravity Strike 25
10th +4 Ability Score Improvement, Additional Fighting Style 25
11th +4 Empowered Aura 30
12th +4 Ability Score Improvement 30
13th +5 Indomitable (two uses) 35
14th +5 Ability Score Improvement 35
15th +5 Increased Aura Range 40
16th +5 Ability Score Improvement 40
17th +6 Indomitable (three uses) 45
18th +6 Kinetic Passing 45
19th +6 Ability Score Improvement 50
20th +6 Black Hole 50

Gravity Pool[edit]

Your training allows you to harness the force of gravity. Your access to this energy is represented by a number of gravity points. Your Gravity Knight level determines the number of points you have, as shown in the Gravity Pool column of the Gravity Knight table. You can spend these points in various ways to fuel various class features. When you spend a gravity point, it is unavailable until after you finish a short or long rest.

Impact Reduction[edit]

When you take physical damage from a force you are aware of, as a reaction you may spend a number of gravity points equal to 1 + 1/2 the Attacker's CR to reduce the attacker's damage in half.

Weightless Touch[edit]

Your manipulation of gravity makes things you wear feel almost weightless. Your armor's Dex modifier max is 1. At level 3 it becomes 2. At level 6 it becomes 3. At level 9 it becomes 4 and then at level 12 You suffer no weight penalties with armor equipped and you can add your Dex modifier to your AC.

Fighting Style[edit]

At 2nd level and again at 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Gravity Strike[edit]

At 2nd level your strikes on your foes have the capability to be enhanced by gravity's force to great extremes. On a successful melee strike, you can expend 1 gravity point to deal an additional 1d6 force damage. You can spend additional gravity points equal to 1/2 your level to deal an additional 1d6 force damage for each additional point spent.

Gravity Aura[edit]

At 3rd level you are capable of surrounding your self in a field of various gravity effects that are under your control. By spending 5 gravity points and a Standard Action you can put up this aura with one of the effects below. Maintaining this aura costs 1 point per round. Also a number of allies in your aura are unaffected equal to your level + Wis modifier. The DC save while within this aura is 8 + proficiency bonus + Con modifier. The aura's radius is 10ft.

Push

Enemies within your aura must make a Strength saving throw at the start of their turn. If they fail the save they are pushed outside of your aura's radius.

Pull

Enemies within your aura must make a Strength saving throw at the start of their turn. If they fail the save they are brought next to you.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Collision Force[edit]

When you reach 5th level, half the damage taken by enemies is regained as temporary gravity points that must be spent by the end of your next round in combat.

Indomitable[edit]

Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Improved Gravity Strike[edit]

At 9th level, when you make a gravity strike, your enemy must make a Con save. If they fail, they are knocked prone. Also as long as you are in your gravity aura, you have advantage on melee strikes on enemies.

Empowered Aura[edit]

At 11th level, you may enhance the effect you put on your gravity aura at the cost of double the initial gravity point cost and upkeep.

Forceful Push

When the save is failed, enemies are pushed double the distance.

Aggressive Pull

When the save is failed, enemies are also staggered.

Increased Aura Range[edit]

At 15th level, the gravity aura's radius increases to 30ft.

Kinetic Passing[edit]

At 18th level, whenever you spend gravity points, you immediately gain temporary hit points equal to how many points spent that last until the end of combat.

Black Hole[edit]

At 20th level, you may expend all gravity points you have currently in your pool to do 1d12 x the number of points spent force damage to everything inside the aura (This includes yourself and allies). Everyone inside must make a Con save to halve the damage. This ability can only be used once per long rest.


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